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Would you like to see leveled zones again, as they were before One Tamriel?

  • gamergirldk
    gamergirldk
    ✭✭✭
    just no
  • Aurie
    Aurie
    ✭✭✭✭✭
    Yes
    Leveled zones give far more of a sense of progression and achievement. And maybe this is why so many players feel that One Tamriel overland is too easy. But of course this suits the casual player base just fine.

    Having said that, the current system is certainly convenient, and allows for exploration without penalty. I wonder how many people would be happy to revert to having to work harder to progress, and not be able to just travel where they fancy.

    I'm torn between the two. I do like to be able to go wherever I want without insta-dying. But it doesn't feel like much of an achievement.

    However, ZOS are not going to change back again, so the discussion is moot.
  • TBois
    TBois
    ✭✭✭✭✭
    No
    But there should be a way for us to adjust how we scale to the content. I am maxed level and I want to be able to not be bored by overland content. Implementing a system so that I can increase the difficulty somehow would be great. Bastion and Transistor by Supergiant Games come to mind as they both allow you to increase the difficulty which coincides with better rewards if you would like.
    Edited by TBois on November 15, 2019 7:18PM
    Current Guilds: Fantasia, Lemon Party
    Friends of: Avant Garde
    Former Guilds: Decibel, Hagnado

    PC/NA
    T-Bois (Stam Sorc, AR50 since 7/26/2018) - AD
    Peti-T-Bois (Stamden, Baby AR Rank) - AD

    https://www.youtube.com/channel/UCDUkIEilHdG3v6I586WzoyA?
  • AcadianPaladin
    AcadianPaladin
    ✭✭✭✭✭
    ✭✭✭
    No
    My favorite zones are the base game ones - especially the earlier ones like Auridon. I'm pleased that my +CP1200 can still enjoy them as well as the whole game.

    Also, kudos to OP! This is one of the very few polls where the originator does not try to sway the results in the thread title or opening post and has the beautifully simple voting options of Yes or No.
    PC NA (PvE)
  • ayu_fever
    ayu_fever
    ✭✭✭✭✭
    No
    zone content (quests, collectiables, etc) is about the narrative as opposed to a challenge.
    for those of us who are playing “skyrim online” we can just run around and mess around and worry too much and have a great time solo of with a group.
    for those of us who want a challenge there are dungeons and trials and arenas, and have a great time with pugs or a premade group.
    PS4 NA

    all characters are members of the ebonheart pact master race
    BLOOD FOR THE PACT

    main character:
    Rebekah Straight-Fire, breton templar healer: THE FATEBRINGER (dungeons, trials, pvp)
    —MERIDIA’S LUSTRANT— 1100+CP; alliance rank 21 (major grade 1); Rebekah is the most devoted and loyal follower of the lady of infinite energies and the highest ascendant of meridia’s purified legion and was forged from meridia’s brilliant radiance of purity.

    other meta toons-
    Alexa Straight-Fire, breton warden healer: THE ALCHEMIST (dungeons, trials)
    Sasha Straight-Fire, nord dragonknight tank: THE UNBREAKABLE (dungeons, trials)
    Ororo Straight-Fire, dark elf magsorc pet dps: THE SHOCKWAVE (dungeons, trials)
    Michonne Straight-Fire, redguard stamDK 2H/bow dps: THE EVISCERATOR (dungeons, trials)

    just for fun toons-
    Rhea Straight-Fire, wood elf warden stam healer: THE RANGER
    Morgana Straight-Fire, dark elf necromancer solo play: THE DEATHSINGER
    Lucille Straight-Fire, high elf nightblade solo play: THE VOIDWALKER
    Diana Straight-Fire, nord templar tank: THE CLERIC
    Freyja Straight-Fire, nord warden ice mage: THE CRYOMANCER
    Falsetto Straight-Fire, orc stamsorc werewolf: THE THUNDERHOWL
  • Marolf
    Marolf
    ✭✭✭
    My favorite zones are the base game ones - especially the earlier ones like Auridon. I'm pleased that my +CP1200 can still enjoy them as well as the whole game.

    Also, kudos to OP! This is one of the very few polls where the originator does not try to sway the results in the thread title or opening post and has the beautifully simple voting options of Yes or No.

    Thank you. My sole purpose was to gather the opinions of others without injecting my own. I genuinely enjoy reading other perspectives.
  • MellowMagic
    MellowMagic
    ✭✭✭✭
    Yes
    Honestly all they need to do is make quest bosses not purple tier but orange tier strength. With about 50-100% percent more health than public dungeon bosses. Yes more newer players will die more but the experience of getting better will feel so much more satisfying.
    PC / NA @MellowMagic
    Main:
    EP / Dëo / Imperial / Templar / Flawless Conqueror
    By the Divines...
  • BRogueNZ
    BRogueNZ
    ✭✭✭✭✭
    Yes
    ArchMikem wrote: »
    I appreciated them, it gave me a sense of purpose and accomplishment.

    "Having lost so much for the country alliance I love, I'll be damned if I'll ever love any other" possibly misquoted civil war dude
  • ketsparrowhawk
    ketsparrowhawk
    ✭✭✭✭
    No
    I remember being under-leveled, trapped in a delve with no way out but death. Only to suddenly be saved by a shining champion who decimates everything in the area in an instant, and I'm just like, "woooooooooow..", then pick my jaw up off the floor and skidaddle before the baddies return.

    Great memories. Moments like that aren't really possible anymore.

    I think the good outweighs the bad post-1T, but something was lost for sure.
  • Khenarthi
    Khenarthi
    ✭✭✭✭✭
    No
    Been there, done that, I have more fun the way things are now.
    PC-EU
  • NekoTashi
    NekoTashi
    ✭✭✭
    No
    computersaysno.gif
    PS4/EU Gamer | I don't have haters, just fans in denial.
  • Dusk_Coven
    Dusk_Coven
    ✭✭✭✭✭
    ✭✭✭
    No
    Aurie wrote: »
    Leveled zones give far more of a sense of progression and achievement. And maybe this is why so many players feel that One Tamriel overland is too easy. But of course this suits the casual player base just fine.

    It will give people that sense only until they outlevel it.
    If they do outlevel it, then this argument comes up again and people just want "harder".
    If they don't then people want more character progression.

    The answer is to just stop and ZOS has done that.
  • randomkeyhits
    randomkeyhits
    ✭✭✭✭✭
    No
    If I remember it rightly once you were five levels above your enemy they stopped dropping any loot, any farming had to be done at your current level, quite limiting.

    I admit I had fun jumping forwards to the Alik'r area for a short bit but I wanted to enjoy the story in the proper order so went back and found I couldn't do the content at level, you levelled too fast if you were any sort of completionist. So playing normally it was far, far too easy. Now its far too easy but I get relevant gear drops and other loot.

    In the old system Glenharbour would top out at what? level 10? level 12? Revisiting it as a max level character would be a way worse mismatch than it is with 1T.


    EU PS4
  • Ksariyu
    Ksariyu
    ✭✭✭
    No
    TBois wrote: »
    But there should be a way for us to adjust how we scale to the content. I am maxed level and I want to be able to not be bored by overland content. Implementing a system so that I can increase the difficulty somehow would be great. Bastion and Transistor by Supergiant Games come to mind as they both allow you to increase the difficulty which coincides with better rewards if you would like.

    I apologize that you specifically get the response on this, but I'm just really tired of seeing this suggestion a thousand times.
    You CANNOT scale overland content to player levels. You also CANNOT add difficulty modifiers like the Idol system. Multiple people have to be able to exist and play against the same mobs simultaneously, which makes independent scaling like what everyone keeps asking for impossible.

    A much better option I feel would be adding in harder mobs in certain areas within each zone, especially around areas that are considered dangerous in the lore or story. That way not only does questing feel a bit less static in terms of its pacing, but it also doesn't make traveling and gathering a complete chore.
    Honestly all they need to do is make quest bosses not purple tier but orange tier strength. With about 50-100% percent more health than public dungeon bosses. Yes more newer players will die more but the experience of getting better will feel so much more satisfying.

    This isn't "harder." It's longer, and in reality just more tedious. Expecting players to do 50-100% more damage in a solo environment than they have to in a group environment also doesn't really make any sense. Honestly, an easy way to make story bosses more challenging would just be to increase their action speed. Most players don't need a five-second telegraphed wind-up for every attack.

  • Kittytravel
    Kittytravel
    ✭✭✭✭✭
    No
    I hit no cause there is no "Other" option.

    I'd really like to see DLC zones follow the trend of DLC dungeons honestly.
    Make all the overland mobs/delves/world bosses/etc more difficult than usual.

    This gives people a challenge walking forward and new players a good scaling system to have them practice and get better at the game.
    Eventually I'd like to see a DLC area explicitly added for its challenge; think of something more akin to an overworld trial area. Something like Craglorn used to be as a group area but is now very soloable. I think it'd be fun running around and being forced to group with other players in that one zone.
  • Emmagoldman
    Emmagoldman
    ✭✭✭✭✭
    Unsure
    Id like to see all new content at a more difficult level. There are plenty of noob safe zones
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    No
    Marolf wrote: »

    I would say no. Because all leveled zones do is lead to massive power creep - where 90% of the game becomes way too easy. I remember what this game was like before One Tamriel. You would out-level the zone after a few quests and then everything would become even easier than they are now.

    The problem isn't One Tamriel (which was a huge improvement of the game). The problem is the scaling system just hasn't kept up with character progression. They just need to introduce a new ( and optional) veteran version of the overland that scales to 810 CP and everything would be fine.
    Edited by Jeremy on November 15, 2019 11:49PM
  • Cryptical
    Cryptical
    ✭✭✭✭✭
    Yes
    I think something intrinsic to a character's growth and progression was lost when balancing went into place.

    Let me describe it using another game where I am experiencing the same type of enemy-equalization that happens here on ESO.

    In a friend's DnD game, he adds power to the monsters to keep them raising in power along with us.

    At the beginning, Level 1 and starting out in the "Local Hero" tier, we fought goblins, kobolds, and orcs. Fights were sometimes hard if we were outnumbered 3 to 1. If I got surrounded by 5, I was in dire danger.

    At level 5, having grown to step up to the "Heroes Of The Realm" tier, we still fought goblins, kobolds, and orcs. Fights were still sometimes hard if we were outnumbered 3 to 1. If I got surrounded by 5, I was in dire danger.

    At level 11, our actions began to affect the fates of entire nations in the "Masters Of The Realm" tier, yet we were still fighting goblins, kobolds, and orcs and the fight could be hard if we were outnumbered 3 to 1.

    We've hit level 17. Our quests decide the fate of the material plane. We are in the "Masters Of The World" tier. We have superheroic capabilities, our deeds and adventures are the stuff of legends. But we are still fighting the exact same goblins, kobolds, and orcs. Last week we fought a large group of kobolds, outnumbered about 4 to 1. I got surrounded by 6 and barely got out.

    We've gone from barely more competent than the local village guards (tier 1) to being the point team regarding an incursion into our plane by an evil god... and STILL FIGHTING THE SAME COUPLE DOZEN KOBOLDS.

    That is the sort of bull crap twisted nonsense that happens when the rest of the world automatically scales to whatever level you are.

    Xbox NA / Main heals
  • Jacen_Veron
    Jacen_Veron
    ✭✭✭
    No
    No, but I'd prefer that the zones' storylines/timelines had linear progression again, instead of whatever they're doing with the timeline now.

    Things flowed better story-wise back then. But for gameplay's sake, I think zones are better off the way they are now.
  • Nanfoodle
    Nanfoodle
    ✭✭✭✭✭
    No
    I love being able to play with my wife and friends no matter what level they are. When I help a guildie, I get rewarded for my level. This is a big reason why they win my sub. If they change that, I'm gone.
  • Ragnork
    Ragnork
    ✭✭✭✭✭
    No
    No xp or loot from mobs that you were "overleveled" to . They do nothing but serve to slow down questing.

    I remember my wife making her way up through the zones, sneaking and darting, until she got to the Rift and went to visit Riften.
    A level 10 in a level 40 zone - you were mud crab bait.
  • Kiralyn2000
    Kiralyn2000
    ✭✭✭✭✭
    ✭✭✭✭
    No
    No, but it would be nice if they made some sort of more obvious way to follow the "correct" story progression. Like a "Story Guide" checkbox/window, or...? (Unless they have, and I missed it. :# I know that the story quests in each zone have a category in the zone guide, and a different icon. But that's not a lot, especially for a brand-new player who just got dropped into Latest Tutorial.)
  • whitecrow
    whitecrow
    ✭✭✭✭
    Yes
    Yes! It was so much better then. I created my alternate characters after One Tamriel and it just isn't as fun.

    As for "overlevelling" earlier areas and quests, those things could be leveled UP in that case, rather than levelling everything DOWN.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    No
    Tandor wrote: »
    I love being able to go anywhere, any time. It means all my characters can level up differently instead of having to follow a set path. It also means they can break off from the base game content and do some of the additional content before level 50 without then finding that they have out-leveled the base game content they were doing before.
    This, note that leveled zones would make overland way easier than today, the old system worked while most was leveling. But with the new fast leveling and CP rather than vet levels all but the DLC content would not give any rewards.

    I say the mistake with the DLC content is not making it for cp160+ caracters in mind.
    Yes I get the point, you get some players not into ESO but wanted to replay Morrowind so bought the game and that expansion. But I guess this is rare, characters starting in new chapters has CP and crafted gear.

    And yes if you want to try out ESO I would recommend you buying the base game, if you enjoy it buy the chapter you want.
    For Morrowind or Alinor just buy ESO+ for an month.

    They do some steps in the right directions, love the dragons, managed to die on the skill point boss in Orcrest, saw that I had to handle him as an world boss not an public dungeon one.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • AWinterWolf
    AWinterWolf
    ✭✭✭✭
    No
    No. I remember the days where I'd accidentally level out of the level cap and get no xp for doing the quest. I also remember not being able to play with friends, because our levels were too different, and neither one of us enjoyed the feeling of being out-leveled or carried.

    They changed it for a reason and personally, I hope they don't change it back.
    @AWinterWolf, PC EU.

    Main character: Healer, CP 810+,
    Completed:
    vSS (Ice & Fire HM)
    vMoL
    vHoF
    vKA
    vBRP
    Moon Hunter Keep HM
    Scalecaller Peak Challenger
    MoS Challenger
    FL Challenger
    Icereach Storm Foe
    Unhallowed Grave triple.

    Favourite quote:

    History is a story written by the victors, who often paint themselves the best of lights.
  • TBois
    TBois
    ✭✭✭✭✭
    No
    Ksariyu wrote: »
    TBois wrote: »
    But there should be a way for us to adjust how we scale to the content. I am maxed level and I want to be able to not be bored by overland content. Implementing a system so that I can increase the difficulty somehow would be great. Bastion and Transistor by Supergiant Games come to mind as they both allow you to increase the difficulty which coincides with better rewards if you would like.

    I apologize that you specifically get the response on this, but I'm just really tired of seeing this suggestion a thousand times.
    You CANNOT scale overland content to player levels. You also CANNOT add difficulty modifiers like the Idol system. Multiple people have to be able to exist and play against the same mobs simultaneously, which makes independent scaling like what everyone keeps asking for impossible.

    A much better option I feel would be adding in harder mobs in certain areas within each zone, especially around areas that are considered dangerous in the lore or story. That way not only does questing feel a bit less static in terms of its pacing, but it also doesn't make traveling and gathering a complete chore.
    Honestly all they need to do is make quest bosses not purple tier but orange tier strength. With about 50-100% percent more health than public dungeon bosses. Yes more newer players will die more but the experience of getting better will feel so much more satisfying.

    This isn't "harder." It's longer, and in reality just more tedious. Expecting players to do 50-100% more damage in a solo environment than they have to in a group environment also doesn't really make any sense. Honestly, an easy way to make story bosses more challenging would just be to increase their action speed. Most players don't need a five-second telegraphed wind-up for every attack.

    You can however modify my player character's stats or how it interacts with the consistent NPCs, correct? Currently you can kind of do this by removing your cp and gear. A more robust system implemented allowing you to retain cp buff and gear interaction, like the tactician passive and proc sets, would at least allow me to practice builds while questing and would be appreciated. Providing rewards for those who take on the challenge might also expand replayability or content interest.
    Edited by TBois on November 16, 2019 2:41AM
    Current Guilds: Fantasia, Lemon Party
    Friends of: Avant Garde
    Former Guilds: Decibel, Hagnado

    PC/NA
    T-Bois (Stam Sorc, AR50 since 7/26/2018) - AD
    Peti-T-Bois (Stamden, Baby AR Rank) - AD

    https://www.youtube.com/channel/UCDUkIEilHdG3v6I586WzoyA?
  • Eiagra
    Eiagra
    ✭✭✭✭✭
    Unsure
    My sister and I were talking about this the other day. On one hand, the content is gated, so you have to follow a more linear path to get through the content, and you have access to fewer areas right away so you don't get overwhelmed. You're forced into following the content in a logical manner for the alliance storyline, etc. Also, there was a certain thrill to venturing into areas you weren't supposed to because you're way under-leveled.

    On the other, you have full freedom and access to everything, so you can truly explore. You also aren't limited to specific areas to build up -- you're always making progress in combat and quests, so you can just pick things up as you go.

    Both methods have their benefits. I suppose if I had a choice, I would probably try to find some kind of middle ground... like granting access to all areas (i.e. Cadwell's Silver and Gold), but ramping the content based on level (so that there is a feeling of progression and growth that's instilled on an area basis, not just character basis). Maybe also prevent mainline quests from being able to be activated unless you've completed the previous area's (on a per-alliance basis, so you could potentially have three mainline stories running at once -- this wouldn't impact fluff and side quests). Each area would have to be re-scaled on a per-alliance basis from 1 to CP160 based on that progression, maybe (or I guess it could go back to the old 1-50 scaling, I dunno).

    One Tamriel's main criticism that we agreed on was that there was a certain blandness to things. We felt de-motivated to quest further, especially on alts. But hey, we've already done it once, so I guess it doesn't matter?

    Edited by Eiagra on November 16, 2019 6:39AM
          In verity.
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